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- 1
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DFC Intelligence,
``Online Game Market is Growing but Making Money is Difficult,''
.
- 2
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Sony Online Entertainment,
``Sony Online Entertainment Ships Everquest: Gates of Discord,''
,
2004.
- 3
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IBM Corp.,
``On demand business,'' https://www.ibm.com/ondemand.
- 4
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IDC,
``HP utility data center: Enabling enhanced data center agility,''
https://www.hp.com/large/globalsolutions/ae/pdfs/udc_enabling.pdf, May
2003.
- 5
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Sun Microsystems,
``N1 Grid - introducing just in time computing,''
https://wwws.sun.com/software/solutions/n1/wp-n1.pdf, 2003.
- 6
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GGF,
``Global Grid Forum,'' https://www.ggf.org.
- 7
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IBM Corp.,
``Tivoli intelligent thinkdynamic orchestrator,''
https://www.ibm.com/software/tivoli/products/intell-orch, 2004.
- 8
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E. Manoel et al.,
,
IBM International Technical Support Organization, December 2003,
https://www.redbooks.ibm.com.
- 9
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D. Saha, S. Sahu, and A. Shaikh,
``A Service Platform for On-Line Games,''
in , Redwood City, CA 2003.
- 10
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A. Shaikh, S. Sahu, M. Rosu, M. Shea, and D. Saha,
``Implementation of a Service Platform for Online Games,''
in , August 2004.
- 11
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M. Crovella and A. Bestavros,
``Self-similarity in World Wide Web Traffic: Evidence and Possible
Causes,''
in , May 1996.
- 12
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K. Gummadi, R. Dunn, S. Saroiu, S. Gribble, H. Levy, and J. Zahorjan,
``Measurement, Modeling, and Analysis of a Peer-to-Peer Workload,''
in , October 2003.
- 13
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Online Game Publisher,
``Private Communication,''
2004.
- 14
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mshmro.com,
``Counter-strike Server,''
.
- 15
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W. Feng, F. Chang, W. Feng, and J. Walpole,
``Provisioning On-line Games: A Traffic Analysis of a Busy
Counter-Strike Server,''
in , November 2002.
- 16
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AMDZone,
``Valve Releases Hammer Port of Counter-Strike Server,''
, 2003.
- 17
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ServerSpy,
``ServerSpy.Net: World Server Ranks,''
, 2004.
- 18
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GameSpy Industries,
``GameSpy: Gaming's Home Page,''
, 2002.
- 19
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Valve, Inc.,
``Steam,''
, 2005.
- 20
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L. Catledge and J. Pitkow,
``Characterizing Browsing Strategies in the World-Wide Web,''
, vol. 27, no. 6, pp.
1065-1073, 1995.
- 21
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F. Chang and W. Feng,
``Modeling Player Session Times of On-line Games,''
in , May 2003.
- 22
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ReliaSoft Corporation,
``Life Data Analysis and Reliability Engineering Theory and
Principles Reference from ReliaSoft,''
, 2003.
- 23
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T. Henderson and S. Bhatti,
``Modelling User Behavior in Networked Games,''
in , 2001, pp. 212-220.
- 24
-
Half-Life Admin Mod Developers,
``Half-Life Admin Mod Home,''
.
- 25
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AMX Mod Developers,
``AMX Mod Server Plugin,''
.
- 26
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D. Papagiannaki, N. Taft, Z. Zhang, and C. Diot,
``Long-Term Forecasting of Internet Backbone Traffic: Observations
and Initial Models,''
in , 2003.
- 27
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CNN,
``SoBig.F Breaks Virus Speed Records,''
,
2003.
- 28
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Microsoft Corporation,
``Xbox Live,''
, 2003.
- 29
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Electronic Arts, Inc.,
``EA.com,''
, 2003.
- 30
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Butterfly.net, Inc.,
``Butterfly Grid Solution for Online Games,''
, 2003.
- 31
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Geobytes, Inc.,
``Geobytes Home Page,''
, 2003.
2005-08-10